
The actual result is that a turn is wasted, the rune is put on cooldown, and the graphical effect is generated as if it had worked.
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These are both great ideas. To expand on the first point, any sort of random teleport skill should always make an effort to find a free space*, and non-teleport squares should be made a little clearer to understand. The other day in chat, someone though they kept failing with Dimensional Step, when in reality they were in the Sher'Tul fortress, where teleport is forbidden.Grey wrote:In general I'd like to see teleport's minimum range shortened to 10, to make the spell less pointless in such circumstance.
In general I'd also like to see the adventurer party encounter maps increased in size to make them more fair.
I would prefer dropping the minimum to 0 in situations like that, as slowly shrinking the radius would lead to less random behaviour, as you would always end up in a corner.bricks wrote:exact behavior isn't too important; I imagine you could just shrink the min radius by 1 every time you get a failure due to out-of-map.